Placement of virtual elements in a virtual world associated with a location-based parallel reality game

ABSTRACT

Computer-implemented methods and systems for locating virtual elements that can be used or collected by players of a parallel reality game having a virtual world that parallels at least a portion of the real world are provided. In particular, the location of virtual elements in the virtual world is determined based on data associated with one or more real world conditions. Virtual elements can be located in the virtual world at locations corresponding to locations in the real world that encourage safe and effective game play. Locating virtual elements in the virtual world based on data associated with real world conditions improves the link between the parallel virtual world and the real world, enhancing the illusion that the virtual world is another dimension of the real world that the player can interact with through the parallel reality game.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of prior, U.S. application Ser. No.15/728,462, filed on Oct. 9, 2017, which is a continuation of U.S.application Ser. No. 13/955,089 (now U.S. Pat. No. 9,782,668), filed onJul. 31, 2013, which claims the benefit of priority of U.S. ProvisionalPatent Application No. 61/677,529, entitled “Placement of VirtualElements in a Virtual World Associated with a Location-Based ParallelReality Game”, filed Jul. 31, 2012, all of which are incorporated hereinby reference.

FIELD

The present disclosure relates generally to location-based gaming, andmore particularly, to a system and method for locating virtual elementsin a virtual world associated with a location-based parallel realitygame.

BACKGROUND

Computer-based and/or electronic gaming systems are known that provide ashared virtual environment for many players to interact in a virtualworld. With increased availability and connectivity to the Internet,many players from all over the world can interact in the virtualenvironment and perform various game objectives. Such gaming systemstypically do not have a virtual world geography that parallels the realworld. Location-based games use the real world as their geography. Somelocation-based games add virtual locations on a map that parallels thereal world geography. Such games, however, are typically focused on realworld objectives. These games typically do not include a virtual worldthat parallels the real world and that acts as a virtual gameenvironment in which many players can interact and perform various gameobjectives in the parallel virtual world by navigating and performingactions in the real world.

A parallel reality game providing a shared virtual world that parallelsat least a portion of the real world allows players to interact in thevirtual world by navigating the real world. A parallel reality game canhave many positive benefits, such as encouraging physical activity andgetting players to interact more in towns and communities. However, ifthe virtual world does not effectively mirror the real world,controlling the parallel reality game by navigating the real world canfeel contrived, discouraging game play.

Lack of agreement between the real world and the virtual world can alsomake a parallel reality game dangerous, encouraging players to navigateto areas in the real world that are not safe, such as into heavy trafficor other hazardous areas while playing the game. The game may alsoencourage players to interact in their community in non-constructive orillegal ways, such as entering private property to access correspondinglocations in the virtual world that have desirable virtual elements.Finally, it may be more trouble than fun to play the parallel realitygame if virtual elements are located at corresponding hard to reachlocations in the real world that are far out of the player's way.

SUMMARY

Aspects and advantages of embodiments of the invention will be set forthin part in the following description, or may be obvious from thedescription, or may be learned through practice of the embodiments.

One exemplary aspect of the present disclosure is directed to acomputer-implemented method of locating virtual elements in a parallelreality game. The method includes hosting, at a computing device, theparallel reality game. The parallel reality game has a virtual worldhaving a geography that parallels at least a portion of the geography ofthe real world such that a player can navigate the virtual world bymoving to different geographic locations in the real world. The methodfurther includes accessing a data source storing data associated withone or more real world conditions and determining a location for avirtual element in the virtual world based at least in part on the dataassociated with one or more real world conditions. The method furtherincludes modifying game data associated with the parallel reality gameto locate a virtual element at the location in the virtual worlddetermined based at least in part on the data associated with the one ormore real world conditions.

Another exemplary aspect of the present disclosure is directed to acomputer-implemented method. The method includes receiving, at acomputing device, game data associated with a parallel reality game. Theparallel reality game has a virtual world having a geography thatparallels at least a portion of the geography of the real world suchthat a player can navigate the virtual world by moving to differentgeographic locations in the real world. The game data specifies thelocation of a virtual element in the virtual world associated with theparallel reality game. The game data is determined based at least inpart on data associated with one or more real world conditions. Themethod further includes presenting on a user interface of a displaydevice a representation of the virtual world. The representation of thevirtual world includes the virtual element located at the locationdetermined based on the data associated with the one or more real worldconditions.

Other exemplary implementations of the present disclosure are directedto systems, apparatus, non-transitory computer-readable media, devices,and user interfaces for locating virtual elements in a virtual worldassociated with a parallel reality game.

These and other features, aspects and advantages of various embodimentswill become better understood with reference to the followingdescription and appended claims. The accompanying drawings, which areincorporated in and constitute a part of this specification, illustrateembodiments of the invention and, together with the description, serveto explain the related principles.

BRIEF DESCRIPTION OF THE DRAWINGS

Detailed discussion of embodiments directed to one of ordinary skill inthe art are set forth in the specification, which makes reference to theappended figures, in which:

FIG. 1 depicts an exemplary computer-based system for implementing alocation-based game according to an exemplary embodiment of the presentdisclosure;

FIG. 2 depicts a representation of a virtual world having a geographythat parallels the real world;

FIG. 3 depicts an exemplary game interface of a location-based gameaccording to an exemplary embodiment of the present disclosure;

FIG. 4 depicts an exemplary client-server flow diagram of an exemplarymethod according to an exemplary embodiment of the present disclosure;

FIG. 5 depicts a flow diagram of an exemplary method for determining thelocation of a virtual element based on data associated with real worldconditions according to an exemplary embodiment of the presentdisclosure; and

FIG. 6 depicts a visual representations of exemplary cell based heat mapgenerated according to an exemplary embodiment of the presentdisclosure;

FIG. 7 depicts a flow diagram of an exemplary method of determining thelocation of a virtual element based on data associated with real worldconditions to place the virtual element along a player's predictedtravel path according to an exemplary embodiment of the presentdisclosure; and

FIG. 8 depicts an exemplary representation of placing a virtual elementalong a player's predicted travel path according to an exemplaryembodiment of the present disclosure.

DETAILED DESCRIPTION

Reference now will be made in detail to embodiments of the invention,one or more examples of which are illustrated in the drawings. Eachexample is provided by way of explanation of the embodiments, notlimitation of the invention. In fact, it will be apparent to thoseskilled in the art that various modifications and variations can be madeto the embodiments without departing from the scope or spirit of theinvention. For instance, features illustrated or described as part ofone embodiment can be used with another embodiment to yield a stillfurther embodiment. Thus, it is intended that aspects of the presentdisclosure cover such modifications and variations.

Overview

Generally, the present disclosure is directed to locating virtualelements, such as virtual objects, virtual items, virtual energy, andother virtual elements, in a virtual world that parallels at least aportion of the real world. In particular, the location of virtualelements in the virtual world is determined based on data associatedwith one or more real world conditions. In this way, virtual elementscan be located in the virtual world at locations corresponding tolocations in the real world that encourage safe and effective game play.Moreover, locating virtual elements in the virtual world based on dataassociated with real world conditions improves the link between theparallel virtual world and the real world, further enhancing theillusion that the virtual world is another dimension of the real worldthat the player can perceive and interact with through the parallelreality game.

A game server can host a location-based parallel reality game having aplayer gaming area that includes a virtual environment with a geographythat parallels at least a portion of the real world geography. Playerscan navigate a virtual space in the virtual world by navigating acorresponding geographic space in the real world. In particular, playerscan navigate a range of coordinates defining a virtual space in thevirtual world by navigating a range of geographic coordinates in thereal world.

In one aspect, the positions of players can be monitored or trackedusing, for instance, a positioning system (e.g. a GPS system) associatedwith a player's mobile computing device (e.g. cell phone, smartphone,gaming device, or other device). As players move about in the realworld, player position information can be provided to the game serverhosting the parallel reality game over a network. The game server canupdate player positions in the parallel virtual world to correspond withthe player positions in the real world.

The parallel reality game can include one or more virtual elements thatplayers can interact with during the course of the parallel realitygame. To interact with a virtual element, a player may have to travel tothe corresponding location of the virtual element in the real world andperform any necessary interactions in the parallel reality game.According to aspects of the present disclosure, virtual elements arelocated in the virtual world based on data associated with real worldconditions. The data associated with real world conditions can beanalyzed to determine locations that are suitable and/or are notsuitable for placement of virtual items in the virtual worlds. Forinstance, virtual elements can be located at positions that are readilyaccessible in the real world and that do not require players to travelto locations in the real world that are potentially unsafe or difficultto access in order to play the parallel reality game.

According to a particular aspect of the present disclosure, a gameserver can access data associated with one or more real worldconditions, analyze the data, and adjust game data associated with theparallel reality game to locate virtual elements at locations determinedto be suitable for placement of virtual elements based on the dataassociated with the one or more real world conditions. Exemplary dataassociated with real world conditions can include the aggregatelocations of individuals and/or players in the real world; local dataproviding locations of cultural value, historic value, or commercialvalue; road map data providing the locations of roads, highways, and/orwaterways; current and past locations of individual players of the game;hazard data, weather data; event calendar data; and other suitable data.

Tying the location of virtual elements to real world conditions permitsthe directing of players of the parallel reality game to places that arefun, safe, and appropriate to walk around in the real world and ensuresthat players find virtual elements to interact with in locations theplayers are likely to frequent. In this manner, the subject matter ofpresent disclosure can have a technical effect of providing for animproved computer-based implementation of a parallel reality game thatprovides for the location of virtual elements in a virtual world thatparallels the real world in a manner that encourages game play in a safeand effective manner and that improves the link between the real worldand the parallel virtual world.

In one embodiment, a game server associated with a parallel reality gamecan access data associated with the aggregate locations of individualsin the real world. The data associated with the aggregate locations ofindividuals in the real world can be obtained or derived from anysuitable source. The data associated with the aggregate locations ofindividuals in the real world can include the aggregate locations ofmobile device users in the real world. In particular, users of mobiledevices, such as smart phones, can optionally provide positioninformation, in terms of geographic location in the real world, in orderto enhance certain location-based features or other functionality. Thisdata can be used to determine the placement of virtual elements in theparallel virtual world. It should be understood that locationinformation associated with a mobile device user is accessed or utilizedonly if permission is granted by the user after the user has beennotified that location information is to be accessed and how thelocation information is to be utilized. In addition, any locationinformation associated with users will be stored and maintained in amanner to protect anonymity and privacy.

Data associated with the aggregate locations of individuals in the realworld can also include data associated with the aggregate locations ofplayers of the parallel reality game. In particular, the game server canreceive position information from each of the plurality of playersduring play of the parallel reality game such that the game server canupdate the position of the player in the parallel virtual worldassociated with the parallel reality game. Alternatively or in addition,data associated with the aggregate locations of individuals in the realworld can include population maps/data or other suitable data source.Population maps can be used to determine data associated with theaggregate locations of individuals in the real world that is not skewedtowards smartphone users.

The game server can analyze the data associated with the aggregatelocations of individuals in the real world and determine where to locatevirtual elements in the virtual world based on the data. For instance,the game server can arrange for the location of virtual elements in thevirtual world in high traffic areas based on the data associated withaggregate locations of the individuals in the real world. Placement ofvirtual objects in a virtual world at locations corresponding to hightraffic areas can give players something to do in locations the playersare more likely to visit and that are more likely to be safe and public.

In a particular implementation, the data associated with the aggregatelocations of individuals in the real world can include a population heatmap that represents the relative number of individuals at specificgeographic locations in the real world. The heat map can include aplurality of cells with each cell being associated with a specificgeographic location in the virtual world and corresponding location inthe real world. The heat map can include different values for each celldepending on the number of individuals located in the cell. The gameserver can analyze the heat map and assign virtual elements to locationscorresponding to cells with relatively high values. In this way, thegame server can locate virtual elements in the virtual world atlocations having a greater number of individuals in the real world.

The game server can locate virtual objects in the parallel virtual worldbased on other data associated with real world conditions. For instance,the game server can locate virtual objects based on local data providinglocations of cultural, recreational, or commercial value, rod map dataproviding the locations of roads and highways, waterways, privateproperty, and other unsafe locations, hazard data, weather data, eventcalendar data, and other suitable data. As an example, the game servercan locate virtual elements at locations in the virtual world based ondata associated with real world conditions corresponding to locations ofpublic, educational, commercial, or recreational value, such aslocations of public artwork, tourist attractions, scenic vistas,libraries, or hiking trails.

Other exemplary applications of data associated with real worldconditions can include: (1) avoiding placement of virtual objects in thevirtual world at locations corresponding to areas proximate or close tohighways or waterways in the real world; (2) avoiding placement ofvirtual objects in the virtual world at locations corresponding toprivate property in the real world (as determined, for instance, frommap data or from areas with low player density determined from, forinstance, a heat map); (3) avoiding placement of virtual elements inlocations corresponding to hazardous areas in the virtual world; (4)avoiding placement of virtual elements in locations corresponding to lowpedestrian traffic at night; (5) placement of virtual elements inlocations corresponding to sheltered locations in the real world duringbad weather; (6) placement of virtual elements in locationscorresponding to outdoor locations in the real world during goodweather; (7) placement of virtual elements in locations corresponding tolocations of sporting events, conferences, or other events (asdetermined, for instance, from event calendar data) that draw largecrowds.

According to a particular aspect of the present disclosure, a gameserver can be configured to place virtual elements along a predictedpath of a player determined, for instance, based on real world dataassociated with current player location and direction, past locationhistory of the player, aggregate movement of other players, map dataproviding traversable paths that may be traversed by the player, andother data. Placement of virtual objects along a predicted path for aparticular player encourages continued game play by the player by makingsure the player continues to have something to interact with nearby inthe parallel virtual world.

Exemplary Location-Based Parallel Reality Gaming System

Exemplary computer-implemented location-based gaming systems accordingto exemplary embodiments of the present disclosure will now be setforth. The present subject matter will be discussed with reference to aparallel reality game. A parallel reality game is a location-based gamehaving a virtual world geography that parallels at least a portion ofthe real world geography such that player movement and actions in thereal world affect actions in the virtual world and vice versa. Those ofordinary skill in the art, using the disclosures provided herein, shouldunderstand that the subject matter of the present disclosure is equallyapplicable to other gaming systems. In addition, the inherentflexibility of computer-based systems allows for a great variety ofpossible configurations, combinations, and divisions of tasks andfunctionality between and among the components of the system. Forinstance, the systems and methods according to aspects of the presentdisclosure can be implemented using a single computing device or acrossmultiple computing devices.

FIG. 1 illustrates an exemplary computer-implemented location-basedgaming system 100 configured in accordance with an embodiment of thepresent disclosure. The location-based gaming system 100 provides forthe interaction of a plurality of players in a virtual world having ageography that parallels the real world. In particular, a geographicarea in the real world can be linked or mapped directly to acorresponding area in the virtual world. A player can move about in thevirtual world by moving to various geographic locations in the realworld. For instance, the system 100 can track a player's position in thereal world and update the player's position in the virtual world basedon the player's current position in the real world.

FIG. 2 depicts a conceptual diagram of a virtual world 210 thatparallels the real world 200 that can act as the game board for allplayers of a location-based game according to an exemplary embodiment ofthe present disclosure. As illustrated, the virtual world 210 caninclude a geography that parallels the geography of the real world 200.In particular, a range of coordinates defining a geographic area orspace in the real world 200 is mapped to a corresponding range ofcoordinates defining a virtual space in the virtual world 210. The rangeof coordinates in the real world 200 can be associated with a town,neighborhood, city, campus, locale, a country, continent, the entireglobe, or other geographic area. Each geographic coordinate in the rangeof geographic coordinates in the real world 200 is mapped to acorresponding coordinate in a virtual space in the virtual world 210.

A player's position in the virtual world 210 corresponds to the player'sposition in the real world 200. For instance, the player A located atposition 212 in the real world 200 has a corresponding position 222 inthe virtual world 210. Similarly, the player B located at position 214in the real world has a corresponding position 224 in the virtual world.As the players move about in a range of geographic coordinates in thereal world, the players also move about in the range of coordinatesdefining the virtual space in the virtual world 210. In particular, apositioning system associated with a mobile device carried by the player(e.g. a GPS system) can be used to track a player's position as theplayer navigates the range of geographic coordinates in the real world200. Data associated with the player's position in the real world 200 isused to update the player's position in the corresponding range ofcoordinates defining the virtual space in the virtual world 210. In thismanner, players can navigate a continuous track in the range ofcoordinates defining the virtual space in the virtual world 210 bysimply traveling among the corresponding range of geographic coordinatesin the real world 200 without necessarily having to check in orperiodically update location information at specific discrete locationsin the real world 200.

The location-based game can include a plurality of game objectivesrequiring players to travel to and/or interact with various virtualelements and/or virtual objects scattered at various virtual locationsin the virtual world. A player can travel to these virtual locations bytraveling to the corresponding location of the virtual elements orobjects in the real world. For instance, a positioning system cancontinuously track the position of the player such that as the playercontinuously navigates the real world, the player also continuouslynavigates the parallel virtual world. The player can then interact withvarious virtual elements and/or objects at the specific location toachieve or perform one or more game objectives.

For example, referring to FIG. 2, a game objective can require playersto capture or claim ownership of virtual elements 230 located at variousvirtual locations in the virtual world 210. These virtual elements 230can be linked to landmarks, geographic locations, or objects 240 in thereal world 200. The real world landmarks or objects 240 can be works ofart, monuments, buildings, businesses, libraries, museums, or othersuitable real world landmarks or objects. To capture these virtualelements 230, a player must travel to the landmark or geographiclocation 240 linked to the virtual elements 230 in the real world andmust perform any necessary interactions with the virtual elements 230 inthe virtual world 210. For example, player A of FIG. 2 will have totravel to a landmark 240 in the real world 200 in order to interact withor capture a virtual element 230 linked with that particular landmark240. The interaction with the virtual element 230 can require action inthe real world, such as taking a photograph and/or verifying, obtaining,or capturing other information about the landmark or object 240associated with the virtual element 230.

Game objectives can require that players use one or more virtual itemsthat are collected by the players in the location-based game. Forinstance, the players may have to travel the virtual world seekingvirtual items (e.g. weapons or other items) that can be useful forcompleting game objectives. These virtual items can be found orcollected by traveling to different locations in the real world or bycompleting various actions in either the virtual world or the realworld. In the example shown in FIG. 2, a player uses virtual items 232to capture one or more virtual elements 230. In particular, a player candeploy virtual items 232 at locations in the virtual world 210 proximatethe virtual elements 230. Deploying one or more virtual items 232proximate a virtual element 230 can result in the capture of the virtualelement 230 for the particular player or for the team and/or faction ofthe particular player.

In one particular implementation, a player may have to gather virtualenergy as part of the location-based game. As depicted in FIG. 2,virtual energy 250 can be scattered at different locations in thevirtual world 210. A player can collect the virtual energy 250 bytraveling to the corresponding location of the virtual energy 250 in theactual world 200. The virtual energy 250 can be used to power virtualitems and/or to perform various game objectives in the game. A playerthat loses all virtual energy 250 can be disconnected from the game.

According to aspects of the present disclosure, the location-based gamecan be a massive multi-player location-based game where everyparticipant in the game shares the same virtual world. The players canbe divided into separate teams or factions and can work together toachieve one or more game objectives, such as to capture or claimownership of a virtual element. In this manner, the location-based gamecan intrinsically be a social game that encourages cooperation amongplayers within the game. Players from opposing teams can work againsteach other during the location-based game. A player can use virtualitems to attack or impede progress of players on opposing teams.

The location-based game can have various features to enhance andencourage game play within the location-based game. For instance,players can accumulate a virtual currency or other virtual reward thatcan be used throughout the game. Players can advance through variouslevels as the players complete one or more game objectives and gainexperience within the game. Players can communicate with one anotherthrough one or more communication interfaces provided in the game.Players can also obtain enhanced “powers” or virtual items that can beused to complete game objectives within the game. Those of ordinaryskill in the art, using the disclosures provided herein, shouldunderstand that various other game features can be included with thelocation-based game without deviating from the scope of the presentdisclosure.

Referring back FIG. 1, the computer-implemented location-based gamingsystem 100 will be discussed in more detail. The system 100 can includea client-server architecture, where a game server 110 communicates withone or more clients 120 over a network 130. Although two clients 120 areillustrated in FIG. 1, any number of clients 120 can be connected to thegame server 110 over the network 130. The server 110 can host auniversal gaming module 112 that controls aspects of the location-basedgame for all players and receives and processes each player's input inthe location based game. On the client-side, each client 120 can includea gaming module 125 that operates as a gaming application so as toprovide a user with an interface to the system 100. The game server 110transmits game data over the network 130 to the client 120 for use bythe gaming module 125 at the client 120 to provide local versions (e.g.portions of the virtual world specific to player locations) of the gameto players at locations remote from the game server 110. The server 110can include a network interface for providing communications over thenetwork 130. A network interface can include any suitable components forinterfacing with one more networks, including for example, transmitters,receivers, ports, controllers, antennas, or other suitable components.

It will be appreciated that the term “module” refers to computer logicutilized to provide desired functionality. Thus, a module can beimplemented in hardware, firmware and/or software controlling a generalpurpose processor. In one embodiment, the modules are program code filesstored on the storage device, loaded into memory and executed by aprocessor or can be provided from computer program products, for examplecomputer executable instructions, that are stored in a tangiblecomputer-readable storage medium such as RAM hard disk or optical ormagnetic media.

The game server 110 can be any computing device and can include one ormore processors and one or more computer-readable media. Thecomputer-readable media can store instructions which cause the processorto perform operations. The game server 110 can include or can be incommunication with a game database 115. The game database 115 storesgame data used in the location-based game to be served or provided tothe client(s) 120 over the network 130.

The game data stored in the game database 115 can include: (1) dataassociated with the virtual world in the location-based game (e.g.imagery data used to render the virtual world on a display device,geographic coordinates of locations in the virtual world, etc.); (2)data associated with players of the location-based game (e.g. playerinformation, player experience level, player currency, current playerpositions in the virtual world/real world, player energy level, playerpreferences, team information, faction information, etc.); (3) dataassociated with game objectives (e.g. data associated with current gameobjectives, status of game objectives, past game objectives, future gameobjectives, desired game objectives, etc.); (4) data associated virtualelements in the virtual world (e.g. positions of virtual elements, typesof virtual elements, game objectives associated with virtual elements;corresponding actual world position information for virtual elements;behavior of virtual elements, relevance of virtual elements etc.); (5)data associated with real world objects, landmarks, positions linked tovirtual world elements (e.g. location of real world objects/landmarks,description of real world objects/landmarks, relevance of virtualelements linked to real world objects, etc.); (6) Game status (e.g.current number of players, current status of game objectives, playerleaderboard, etc.); (7) data associated with player actions/input (e.g.current player positions, past player positions, player moves, playerinput, player queries, player communications, etc.); and (8) any otherdata used, related to, or obtained during implementation of thelocation-based game. The game data stored in the game database 115 canbe populated either offline or in real time by system administratorsand/or by data received from users/players of the system 100, such asfrom one or more clients 120 over the network 130.

As will be discussed in further detail below, the game server 110 caninclude or can also be in communication with a real world conditiondatabase 117. The real world condition database 117 can be a part of,integral with, or separate from the game database 115. The real worldcondition database 117 stores data associated with real worldconditions, such as such as the aggregate locations of players in thereal world; local data providing locations of cultural value orcommercial value; map data providing the locations of roads, highways,and waterways; current and past locations of individual players; hazarddata; weather data; event calendar data; and other suitable data. Thedata stored in the real world condition database 117 can be collected orobtained from any suitable source. For example, in one aspect, the realworld condition database 117 can be coupled to, includes, or is part ofa map database storing map information, such as one or more mapdatabases accessed by a mapping service, virtual globe, or othergeographic information system. According to another exemplary aspect,the real world condition database 117 can obtain or access dataassociated with past and current locations of players, for instance,from the game database 115. According to yet another exemplary aspect,the real world condition database 117 can be coupled to one or moreexternal data sources or services that periodically provide populationdata, hazard data, weather data, event calendar data, or other data tothe real world condition database 117.

The game server 110 can be configured to receive requests for game datafrom one or more clients 120 (for instance, via remote procedure calls(RPCs)) and to respond to those requests via the network 130. Forinstance, the game server 110 can encode game data in one or more datafiles and provide the data files to the client 120. In addition, thegame server 110 can be configured to receive game data (e.g. playerpositions, player actions, player input, etc.) from one or more clients120 via the network 130. For instance, the client device 120 can beconfigured to periodically send player input, player location, and otherupdates to the game server 110, which the game server 110 uses to updategame data in the game database 115 to reflect any and all changedconditions for the game.

As illustrated, the game server 110 can include a universal game module112. The universal game module 112 hosts the location-based game for allplayers and acts as the authoritative source for the current status ofthe location-based game for all players. The universal game module 112receives game data from clients 120 (e.g. player input, player position,player actions, player status, landmark information, etc.) andincorporates the game data received into the overall location-based gamefor all players of the location-based game. The universal game module112 can also manage the delivery of game data to the clients 120 overthe network 130.

According to an exemplary embodiment of the present disclosure, the gameserver 110 can also include a locator module 114. The locator module 114can be a part of or separate from the universal game module 112. Thelocator module 114 can be configured to access data associated with realworld conditions, analyze the data, and determine locations in thevirtual world to locate virtual elements in the virtual world based onthe data associated with real world conditions. For instance, thelocator module 114 can modify game data stored in the game database 115to locate virtual elements in the virtual world at locations determinedbased on the data associated with real world conditions.

Other modules can be used with the game server 110. Any number ofmodules can be programmed or otherwise configured to carry out theserver-side functionality described herein. In addition, the variouscomponents on the server-side can be rearranged. For instance, the gamedatabase 115 and real world condition database 117 can be integratedinto the game server 110. Other configurations will be apparent in lightof this disclosure and the present disclosure is not intended to belimited to any particular configuration.

A client 120 can be any portable computing device that can be used by aplayer to interact with the gaming system 100. For instance, a client120 can be a wireless device, a personal digital assistant (PDA),portable gaming device, cellular phone, smart phone, tablet, navigationsystem, handheld GPS system, wearable computing device, display with oneor more processors, or other such device. In short, a client 120 can beany computer-device or system that can execute a gaming module 125 toallow a player to interact with the game system 100.

The client 120 can include one or more processors and one or morecomputer-readable media. The computer-readable media can storeinstructions which cause the processor to perform operations. The client120 can include various input/output devices for providing and receivinginformation from a player, such as a display screen, touch screen, touchpad, data entry keys, speakers, and/or a microphone suitable for voicerecognition. The client 120 can further include a network interface forproviding communications over the network 130. A network interface caninclude any suitable components for interfacing with one more networks,including for example, transmitters, receivers, ports, controllers,antennas, or other suitable components.

The gaming module 125 executed by the client 120 provides an interfacebetween a player and the location-based game. The gaming module 125 canpresent a user interface on a display device associated with the client120 that displays a virtual world associated with the game and allows auser to interact in the virtual world to perform various gameobjectives. The gaming module 125 can also control various other outputsto allow a player to interact with the game without requiring the playerto view a display screen. For instance, the gaming module 125 cancontrol various audio, vibratory, or other notifications that allow theplayer to play the game without looking at the display screen. Thegaming module 125 can access game data received from the game server 110to provide an accurate representation of the game to the user. Thegaming module 125 can receive and process player input and provideupdates to the game server 110 over the network 130.

Because the gaming system 100 is for a location-based game, the client120 is preferably a portable computing device, such as a smartphone orother portable device, that can be easily carried or otherwisetransported with a player. A player can interact with the virtual worldsimply by carrying or transporting the client 120 in the actual world.The client 120 can include a positioning device 128 that monitors theposition of a player during game play. The positioning device 128 can beany device or circuitry for monitoring the position of the client 120.For example, the positioning device 128 can determine actual or relativeposition by using a satellite navigation positioning system (e.g. a GPSsystem, a Galileo positioning system, the GLObal Navigation satellitesystem (GLONASS), the BeiDou Satellite Navigation and Positioningsystem), an inertial navigation system, a dead reckoning system, basedon IP address, by using triangulation and/or proximity to cellulartowers or WiFi hotspots, and/or other suitable techniques fordetermining position.

As the player moves around with the client 120 in the real world, thepositioning device 128 tracks the position of the player and providesthe player position information to the gaming module 125. The gamingmodule 125 updates the player position in the virtual world based on theactual position of the player in the real world. In particular, thelocation of the player in the virtual world can correspond to thelocation of the player in the real world. The gaming module 125 canprovide player position information to the game server 110 over thenetwork 130 such that the universal gaming module 112 keeps track of allplayer positions throughout the game. It should be understood thatlocation information associated with a player is utilized only ifpermission is granted after the player has been notified that locationinformation of the player is to be accessed and how the locationinformation is to be utilized in the context of the game (e.g. to updateplayer position in the virtual world). In addition, any locationinformation associated with players will be stored and maintained in amanner to protect player privacy.

The network 130 can be any type of communications network, such as alocal area network (e.g. intranet), wide area network (e.g. Internet),or some combination thereof. The network can also include a directconnection between a client 120 and the game server 110. In general,communication between the game server 110 and a client 120 can becarried via a network interface using any type of wired and/or wirelessconnection, using a variety of communication protocols (e.g. TCP/IP,HTTP, SMTP, FTP), encodings or formats (e.g. HTML, XML), and/orprotection schemes (e.g. VPN, secure HTTP, SSL).

The technology discussed herein makes reference to servers, databases,software applications, and other computer-based systems, as well asactions taken and information sent to and from such systems. One ofordinary skill in the art will recognize that the inherent flexibilityof computer-based systems allows for a great variety of possibleconfigurations, combinations, and divisions of tasks and functionalitybetween and among components. For instance, server processes discussedherein may be implemented using a single server or multiple serversworking in combination. Databases and applications may be implemented ona single system or distributed across multiple systems. Distributedcomponents may operate sequentially or in parallel.

In addition, in situations in which the systems and methods discussedherein access and analyze personal information about users, or make useof personal information, such as location information, the users may beprovided with an opportunity to control whether programs or featurescollect the information and control whether and/or how to receivecontent from the system or other application. No such information ordata is collected or used until the user has been provided meaningfulnotice of what information is to be collected and how the information isused. The information is not collected or used unless the user providesconsent, which can be revoked or modified by the user at any time. Thus,the user can have control over how information is collected about theuser and used by the application or system. In addition, certaininformation or data can be treated in one or more ways before it isstored or used, so that personally identifiable information is removed.For example, a user's identity may be treated so that no personallyidentifiable information can be determined for the user.

Exemplary Game Interface

FIG. 3 depicts one particular embodiment of a game interface 300 thatcan be presented on a display of a client 120 as part of the interfacebetween a player and the gaming system 100. The game interface 300includes a display window 310 that can be used to display the virtualworld 210 and various other aspects of the game, such as player position222 and the locations of virtual elements 230, virtual items 232 andvirtual energy 250 in the virtual world 210. The user interface 300 canalso display other information, such as game data information, gamecommunications, player information, and other information associatedwith the game. For example, the user interface can display playerinformation 315, such as player name, experience level and otherinformation. The user interface 300 can include a menu 320 for accessingvarious game settings and other information associated with the game.The user interface 300 can also include a communications interface 330that enables communications between the game system and the player andbetween one or more players of the location-based game.

According to aspects of the present disclosure, a player can interactwith the location-based game by simply carrying a client device aroundin the real world. For instance, a player can play the location-basedgame by simply accessing an application associated with the locationbased game on a smartphone and moving about in the real world with thesmartphone. In this regard, it is not necessary for the player tocontinuously view a visual representation of the virtual world on adisplay screen in order to play the location based game. As a result,the user interface 300 can include a plurality of non-visual elementsthat allow a user to interact with the game. For instance, the gameinterface can provide audible notifications to the player when theplayer is approaching a virtual element or object in the game or when animportant event happens in the location-based game. A player can controlthese audible notifications with audio control 340. Different types ofaudible notifications can be provided to the user depending on the typeof virtual element or event. The audible notification can increase ordecrease in frequency or volume depending on a player's proximity to avirtual element or object. Other non-visual notifications and signalscan be provided to the user, such as a vibratory notification or othersuitable notifications or signals.

Those of ordinary skill in the art, using the disclosures providedherein, should understand that numerous game interface configurationsand underlying functionalities will be apparent in light of thisdisclosure. The present disclosure is not intended to be limited to anyone particular configuration.

Exemplary Client-Server Flow Diagram for Locating Virtual Elements Basedon Real World Conditions

FIG. 4 depicts an exemplary client-server flow diagram of an exemplarymethod (400) for locating virtual elements in a virtual of a parallelreality game according to an exemplary embodiment of the presentdisclosure. The exemplary method (400) can be implemented using anysuitable client-server architecture, such as the location-based gamingsystem 100 of FIG. 1. In addition, although FIG. 4 depicts stepsperformed in a particular order for purposes of illustration anddiscussion, the methods discussed herein are not limited to anyparticular order or arrangement. One skilled in the art, using thedisclosures provided herein, will appreciate that various steps of themethods disclosed herein can be omitted, rearranged, combined, and/oradapted in various ways without deviating from the scope of the presentdisclosure.

At (402), the game server 110 accesses data associated with one or morereal world conditions. For instance, the locator module 114 implementedby game server 110 can access data associated with one or more realworld conditions stored in the game database 115 and/or the real worldcondition database 117. Alternatively, the locator module 114 can accessone or more different data sources providing real world condition data,such as a third party data service or other data source. Exemplary dataassociated with one or more real world conditions accessed by the gameserver 110 can include the aggregate locations of individuals (e.g.players) in the real world; local time data; local data providinglocations of cultural value, recreational value, historical value,commercial value, or other value; map data providing the locations ofroads, highways, and waterways, public property, private property, andother information; current and past locations of individual players;hazard data; weather data; event calendar data; and other suitable data.

At (404), the game server 110 analyzes the data associated with the oneor more real world conditions to determine a location for placement of avirtual element in the virtual world based on the data associated withthe one or more real world conditions. For instance, the locator module114 can analyze the data associated with the real world condition toidentify or determine locations that are suitable and/or are notsuitable for placement of a virtual element in the virtual world basedon the data associated with the one or more real world conditions. Thelocator module 114 can determine locations for placement of any type ofvirtual element used in the parallel reality game, such as a virtualobject, virtual item, virtual energy, or other virtual element thatforms a part of the parallel reality game. Exemplary analysis techniquesfor analyzing data associated with real world conditions to determine alocation for placement of virtual elements in the virtual world will bediscussed in detail below.

At (406), the game server 110 can modify game data stored in, forinstance, the game database 115 and/or served to clients 120 over thenetwork 130 to locate one or more virtual elements at locationsdetermined based on the data associated with real world conditions. Forinstance, the locator module 114 can create or add one or more dataobjects associated with virtual elements to the game database 115 andassign virtual coordinate information with the data objects. The virtualcoordinate information can specify the virtual coordinates of thedetermined location of the virtual elements such that virtual elementsare located in the virtual world at locations determined based at leastin part on data associated with real world conditions. In addition tocreating or adding data objects to the game database 115, existing dataobjects stored in the game database 115 can be modified. For instance,virtual coordinate information for existing data objects can be adjustedto locate existing virtual elements at coordinates in the virtual worlddetermined based on real world conditions.

At (408), the game server 110 serves game data for the parallel realitygame to one or more clients 120 over the network 130. For instance, thegame server 110 can send files encoded with game data to a plurality ofclients 120 over the network 130. As set forth above, the game data caninclude data locating virtual elements in the virtual world according toany of the techniques disclosed herein.

At (410), a client 120 accesses the game data served by the game server110. For instance, the client 120 can send a request for game data andreceive game data encoded in one or more data files from the game server110. The client 120 then presents the virtual world of the parallelreality game to the player (412). For instance, the client 120 displaysa representation of the virtual world to the user on a display screen ofthe client 120. The virtual world can include virtual elements atlocations determined based at least in part on data associated with realworld conditions. Other suitable interfaces can be provided to presentthe virtual world to a player, such as audio, vibratory, or otherinterfaces so that a player can interact with the virtual world withouthaving to look at a display screen of the client device 120.

At (414), the client 120 receives data indicative of player actions inthe parallel reality game, such as data indicative of one or more playeractions or player movement. Data indicative of player movement can bethe location of the player in the real world determined by a positioningdevice 128. At (416), the client 120 provides the data indicative of theplayer actions to the game server 110. The game server receives the data(418) and updates the game data for the parallel reality game based onthe received data (420).

Exemplary Analysis Techniques for Locating Virtual Elements Based onReal World Conditions

Exemplary analysis techniques that can be performed, for instance by alocator module 114 associated with the game server 110, for locatingvirtual elements based on data associated with real world conditionswill now be set forth. The analysis techniques set forth herein areprovided for purposes of illustration and discussion. Those of ordinaryskill in the art, using the disclosures provided herein, shouldunderstand that the subject matter of the present disclosure extends toany suitable process or method for determining the location of virtualelements in a virtual based on data associated with real worldconditions.

Location of Virtual Elements Based on Aggregate Locations of Individualsin the Real World

In one embodiment, the data associated with one or more real worldconditions can include data associated with the aggregate locations ofindividuals in the real world. The data associated with the aggregatelocations of individuals in the real world can be obtained or derivedfrom any suitable source, such as from population charts/maps or otherdata sources. In one embodiment the data associated with the aggregatelocations of individuals in the real world can be obtained from positioninformation optionally provided by mobile users via mobile devices. Forinstance, users of mobile devices may opt in to a location trackingfeature to enhance user capability of the mobile device. For instance, auser may optionally provide current position information associated withthe user's mobile device, to enhance location enabled features or otherfeatures on the user's mobile device. This information can beanonymonized, aggregated, and analyzed to place virtual elements in thevirtual world associated with a parallel reality game. It should beunderstood that location information associated with a mobile deviceuser is accessed and utilized only if permission is granted after theuser has been notified that location information of the user is to beaccessed and how the location information is to be used. In addition,any location information associated with users will be stored andmaintained in a manner to protect privacy.

In another embodiment, the aggregate locations of individuals can bedetermined or based on the data associated with the position of playersof the parallel reality game. For instance, data indicative of playerpositions in the real world can be received at the game server 110 overthe network 130 from client devices 120 carried by players of theparallel reality game. This data can be aggregated and analyzed to placevirtual elements in the virtual world associated with a parallel realitygame.

The data associated with the aggregate locations of individuals in thereal world can be analyzed, for instance by the locator module 114, toidentify real world locations with high individual traffic (i.e. arelatively large number of individuals). The locator module 114 candetermine to locate virtual elements at locations in the virtual worldcorresponding to real world locations with high individual traffic. Realworld locations with high individual traffic are typically public andreadily accessible. As a result, placement of virtual elements atlocations corresponding to areas of higher individual traffic allowsplayers to more easily interact with virtual elements as part of theparallel reality game.

Alternatively or in addition, the data associated with the aggregatelocations of individuals can be analyzed, for instance by the locatormodule 114, to identify real world locations with low individual traffic(i.e. a relatively low number of individuals). Locations in the realworld with low individual traffic can be private property, locationsthat are difficult to access in the real world, or locations otherwisenot suitable for player interaction. As a result, the locator module 114can avoid placement of virtual elements at locations in the virtualworld corresponding to real world locations with low individual traffic.

In one particular implementation, the data associated with the aggregatelocations of individuals, such as game players, can be analyzed inconjunction with time of day or local time data associated with aparticular location in the real world. In this particularimplementation, the locator module 114 can be configured to identifylocations of low individual traffic at night based on the dataassociated with the aggregate locations of individuals and avoidplacement of virtual elements in these areas at night so that playersare not required to travel to potentially unsafe areas at night to playthe parallel reality game.

FIG. 5 depicts a flow diagram of an exemplary method (500) for analyzingdata associated with the aggregate locations of individuals in the realworld to determine locations for virtual elements in the virtual worldaccording to an exemplary aspect of the present disclosure. As shown inFIG. 5, the method includes accessing data associated with aggregatedindividual positions (502) and generating or accessing a heat map ofindividual locations based on the player position data (504). The heatmap can include a plurality of cells with each cell representative of arange of coordinates defining a space in the real world and itscorresponding space in the parallel virtual world. Each cell in the heatmap can be associated with a value representative of the number ofindividuals within the cell.

FIG. 6 depicts a visual representation of an exemplary heat map 550according to an exemplary embodiment of the present disclosure. Asillustrated, the heat map includes a plurality of cells 552 with eachcell 552 representative of a range of coordinates defining a space inthe real world. Each of the plurality of cells can include a color orshading representative of the number of players within the cell 552. Thedarker colored or darker shaded cells (e.g. cell 554) can be indicativeof cells 552 with a higher number of players than lighter colored orlighter shaded cells (e.g. cell 556). Other suitable representations ofthe number of players can be used without deviating from the scope ofthe present disclosure. In addition, the heat map does not have to begenerated or provided in visible form. In one implementation, the heatmap can simply be an array or listing of cells stored in memory witheach cell associated with a numeric or other value representative of thenumber of individuals located in the cell.

Referring back to FIG. 5 at (506), the method can include analyzing theheat map to identify cells of the heat map associated with highindividual traffic. For instance, the heat map can be analyzed toidentify cells having values indicative of the number of individualswithin the cell that exceed a predefined threshold. In the exemplaryheat map 550 of FIG. 6, the method can include identifying the darkercolored or darker shaded cells (e.g. cell 554) as cells associated withhigh individual traffic.

Referring to FIG. 5 at (508), the method includes making a determinationto locate virtual elements at locations in the virtual worldcorresponding to the locations of the identified cells. For instance,the method can include locating virtual elements at locationscorresponding to the darker colored or darker shaded cells (e.g. cell554) of the heat map 550. Alternatively, or in addition, the method caninclude making a determination not to locate virtual elements atlocations corresponding to low traffic areas, such as areascorresponding to lighter colored or lighter shaded cells (e.g. cell556). In this manner, data associated with the aggregate locations ofindividuals can be used to identify areas that are suitable forplacement of virtual elements that are public and easily accessible.

Location of Virtual Elements Based on Predicted Player Path

According to a particular embodiment of the present disclosure, dataassociated with real world conditions can be accessed and analyzed topredict a player travel path in the real world. Virtual elements can belocated in the virtual world at locations corresponding to the predictedplayer path so that the game encourages further interaction of theplayer in the parallel reality game.

FIG. 7 depicts one exemplary method (600) for locating virtual elementsin a predicted travel path. At (602), data associated with current andpast player position for a particular player of the parallel realitygame is accessed. For instance, the locator module 114 can access dataassociated with current and past player position for a particular playerof the parallel reality game. Such data can be accessed, for instance,from the game database 115 which stores position information associatedwith players of the parallel reality game.

At (604), data associated with traversable paths proximate the playercan be accessed. For instance, the locator module 114 can access mapdata providing the locations of traversable paths proximate the player.Other data associated with real world conditions can also be accessed,such as aggregate movement of other players in the area, paths takenpreviously by the player, or other suitable data.

At (606), the method includes predicting player path based on theaccessed data. For instance, the locator module 114 can analyze currentplayer position and direction, past player position and direction, thelocations of traversable paths proximate the players and predict afuture path for the player. At (608), the method can include locating avirtual element along the predicted player path.

FIG. 8 depicts a graphical representation of locating a virtual elementalong a predicted player path according to an exemplary embodiment ofthe present disclosure. As shown, player 652 has traveled along path 654in virtual world 650. The locator module 114 can analyze the dataassociated with real world conditions, such as past and current playerposition and data associated with traversable paths proximate the playerto predict travel path 656 for the player. The locator module 114 canthen locate a virtual element, such as virtual energy 670, along thepredicted player path 656.

Location of Virtual Elements Based on Other Data Associated with RealWorld Conditions

In another embodiment, the data associated with real world conditionscan include local data providing locations of cultural, recreational, orcommercial value in the real world. For instance, the data associatedwith real world conditions can include locations, in the real world, ofpublic artwork, historical markers, tourist attractions, scenic vistas,libraries, hiking trails, museums, universities, arenas, parks, and/orother locations. The locator module 114 can analyze the data anddetermine a location for placement of a virtual element at a location inthe virtual world corresponding to the locations of cultural,recreation, or commercial value in the real world. In this way, virtualelements can be determined to be located in the virtual world in amanner to encourage players to travel to the locations of cultural,recreational, or commercial value in the real world in order to interactwith the virtual element.

In another embodiment, the data associated with real world conditionscan include map data providing the locations of roads, highways,waterways, private property, and/or other unsafe locations. The locatormodule 114 can analyze the data and determine a location for placementof a virtual element at a location in the virtual world based on the mapdata. For instance, the locator module 114 can determine a location thatavoids placement of virtual object at locations corresponding tolocations on or very close to roadways, highways, or waterways, onprivate property, or in other unsafe locations in the real world.

In yet another embodiment of the present disclosure, the data associatedwith the real world conditions can include hazard data. The locatormodule 114 can analyze the data and determine a location for placementof a virtual element at a location in the virtual world based on thehazard data. For instance, the locator module 114 can determine alocation that avoids placement of a virtual element in hazardous areas.

In still another embodiment of the present disclosure, the dataassociated with real world condition can include weather data. Thelocator module 114 can analyze the data and determine a location forplacement of a virtual element at a location in the virtual world basedon the weather data. For instance, the locator module 114 can determineto provide more placements of virtual objects in sheltered locationsduring bad weather and to provide more placements of virtual objectsoutdoors during good weather.

In still another embodiment of the present disclosure, the dataassociated with real world conditions can include event calendar datathat provides the locations of, for instance, sporting events,conferences, and/or other events that will draw large crowds. Thelocator module 114 can analyze the data and determine a location forplacement of a virtual element at locations corresponding to thelocations of the sporting events, conferences, and/or other events thatwill draw large crowds.

While the present subject matter has been described in detail withrespect to specific exemplary embodiments and methods thereof, it willbe appreciated that those skilled in the art, upon attaining anunderstanding of the foregoing may readily produce alterations to,variations of, and equivalents to such embodiments. Accordingly, thescope of the present disclosure is by way of example rather than by wayof limitation, and the subject disclosure does not preclude inclusion ofsuch modifications, variations and/or additions to the present subjectmatter as would be readily apparent to one of ordinary skill in the art.

What is claimed is:
 1. A computer-implemented method of locating virtualelements in a virtual world, the method comprising: hosting, at aserver, a parallel reality game associated with the virtual world, thevirtual world having a geography that parallels at least a portion ofthe real world such that a player can navigate the virtual world bymoving to different geographic locations in the real world, the parallelreality game including interactions with virtual elements in the virtualworld stored in a game database; receiving, at the server, location dataindicating a geographic location of a mobile device associated with theplayer; predicting, based on a previous geographic location of themobile device associated with the player and a current geographiclocation of the mobile device associated with the player, the player'sfuture travel path in the virtual world; selecting a location in thevirtual world on the player's predicted future travel path at which toadd a new virtual element in the virtual world; placing the new virtualelement at the selected location in the virtual world by updating thegame database to include the new virtual element at the selectedlocation; and transmitting, by the server to other mobile devicesassociated with other players, information for displaying the newvirtual element at the selected location in the virtual world.
 2. Thecomputer-implemented method of claim 1, wherein the location dataincludes data associated with aggregate locations of a plurality ofindividuals in the real world, and the location of the virtual elementis one with high individual traffic.
 3. The computer-implemented methodof claim 2, wherein selecting the location at which to add the newvirtual element comprises: determining a number of individuals in anarea that includes the location based on the location data; anddetermining the location is one with high individual traffic if thenumber of individuals in the area exceeds a threshold.
 4. Thecomputer-implemented method of claim 2, wherein the data associated withthe aggregate locations of the plurality of individuals comprises a heatmap generated based on the locations of the plurality of individuals inthe real world.
 5. The computer implemented-method of claim 2, whereinpredicting the player's future travel path is additionally based on theaggregate locations of the plurality of individuals in the real world.6. The computer-implemented method of claim 4, wherein the heat mapincludes a plurality of cells, each cell associated with a specificgeographic location.
 7. The computer-implemented method of claim 6,wherein each cell in the heat map is associated with a value for anumber of locations of individuals located within the specificgeographic location corresponding to the cell.
 8. Thecomputer-implemented method of claim 1, wherein the player's futuretravel path is predicted further based on at least one of: currentplayer direction, past location history of the player, aggregatemovements of other players, or map data providing traversable paths. 9.The computer-implemented method of claim 1, wherein the new virtualelement is collectable by a first player of the other players responsiveto user selection of the new virtual element in the virtual world. 10.The computer implemented-method of claim 1, wherein predicting theplayer's future travel path comprises: accessing a database of aggregateplayer data and geographic conditions; determining, using the aggregateplayer data and geographic conditions, traversable paths proximate thecurrent geographic location of the mobile device; and selecting one ofthe traversable paths as a current traversable path of the player basedon the current geographic location of the mobile device and a directionof travel of the mobile device.
 11. A computer-based system forimplementing a parallel reality game, the computer-based systemcomprising: a game server operable to host the parallel reality game,the parallel reality game associated with a virtual world, the gameserver having one or more computer-readable media, one or moreprocessors, and a network interface, wherein the virtual world has ageography that parallels at least a portion of the geography of the realworld such that a player can navigate the virtual world by moving todifferent geographic locations in the real world; and a game database,communicatively coupled to the game server, configured to storelocations of virtual elements in the virtual world and interactions withvirtual elements by players of the parallel reality game, wherein thegame server is configured to: receive, via the network interface,location data indicating a geographic location of a mobile deviceassociated with the player; determine, based on location data, alocation at which to add a new virtual element by predicting, based on aprevious geographic location of the mobile device associated with theplayer and a current geographic location of the mobile device associatedwith the player, the player's future travel path in the virtual world,and selecting a location in the virtual world in the player's futuretravel path as the location; place the new virtual element at thedetermined location in the virtual world by updating the game databaseto include the new virtual element at the determined location; andtransmit, to other mobile devices associated with other players via thenetwork interface, information for displaying the new virtual element atthe determined location in the virtual world.
 12. The computer-basedsystem of claim 11, wherein the location data comprises data associatedwith aggregate locations of a plurality of individuals in the realworld, and the location of the new virtual element is one with highindividual traffic.
 13. The computer-based system of claim 12, whereinthe game server selects the location for the new virtual element byperforming operations including: determining a number of individuals inan area that includes the location based on the location data; anddetermining the location is one with high individual traffic if thenumber of individuals in the area exceeds a threshold.
 14. Thecomputer-based system of claim 12, wherein the data associated with theaggregate locations of the plurality of individuals comprises a heat mapgenerated based on the locations of the plurality of individuals in thereal world.
 15. The computer-implemented method of claim 14, wherein theheat map includes a plurality of cells, each cell associated with aspecific geographic location.
 16. The computer-implemented method ofclaim 15, wherein each cell in the heat map is associated with a valuefor a number of locations of individuals located within the specificgeographic location corresponding to the cell.
 17. A non-transitorycomputer-readable storage medium comprising instructions executable by aprocessor, the instructions comprising: instructions for sending, from amobile device associated with a player, location data indicating ageographic location of the mobile device to a server, wherein the serverhosts a parallel reality game associated with a virtual world, thevirtual world having a geography that parallels at least a portion ofthe geography of the real world such that the player can navigate thevirtual world by moving to different geographic locations in the realworld, wherein the parallel reality game includes interactions withvirtual elements in the virtual world stored in a game database; andinstructions for receiving, by the mobile device, information from thegame database for displaying a new virtual element at a location in thevirtual world that corresponds to the geographic location of the mobiledevice, wherein the location in the virtual world was determined by theserver by: predicting, based on a previous geographic location of themobile device associated with the player and a current geographiclocation of the mobile device associated with the player, the player'sfuture travel path in the virtual world; selecting a location in thevirtual world on the player's predicted future travel path at which toadd the new virtual element in the virtual world; and placing the newvirtual element at the selected location in the virtual world byupdating the game database to include the new virtual element at theselected location.
 18. The non-transitory computer-readable storagemedium of claim 17, wherein the location data was further determined bythe server based on aggregate location data derived from location dataprovided by multiple mobile devices, the location data provided bymultiple mobile devices indicative of locations of a plurality ofindividuals in the real world.
 19. The non-transitory computer-readablestorage medium of claim 18, wherein the aggregate location datacomprises a heat map generated based on the locations of the pluralityof individuals in the real world.
 20. The non-transitorycomputer-readable storage medium of claim 18, wherein the server selectsthe location of the new virtual element by: determining a number ofmobile devices in an area that includes the location based on theaggregate location data; and determining the location is one with highindividual traffic if the number of mobile devices in the area exceeds athreshold.